Services Needs: Difference between revisions

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Satisfying a Service Need requires consumption of a [[Resources#Service_Goods|service-related good]]. These goods are manufactured through multi-step production chains requiring several different [[Blueprints]], or they can be purchased from certain [[Trading|Traders]].
= Satisfying Services =
To satisfy a Service Need, you need:
* A Service Building + A Service Good + 1 Villager in the Service Building.


[[Villagers]] can consume more than one service-related good to satisfy more than one of their required Service needs within one resting period. Like with food, access to services can be disabled through [[Consumption Control]], and denying the service incurs a Resolve penalty.
So, to satisfy the Leisure need, you need a {{bl|Tavern|med}}, some {{rl|Ale|med}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].


Villagers satisfy their need for Services at the same time they satisfy their need for food, when they rest at the [[Hearth]]. They consume one of the service-related goods if the corresponding [[Buildings#City_Buildings_2|Service Building]] has the good in stock (at the building, not at the Warehouse) and at least one worker. They do not visit the service building itself, and the service building does not need to be fully staffed.
Service [[Buildings]] can be purchased from [[Traders]], rewarded as Blueprints for [[Reputation]] gain, or repaired from [[Ruins]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]] and manufactured by Viceroys in the settlement.


Note that [[Clothing Need]] satisfied by [[Coats]] is not a Service Need, because there is no service-related building for Coats.
= Controlling Services =
[[File:ServiceBuildingSettings.png|500px|left]]
On the left, we can see:
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]]
# One worker is assigned. This is enough to enable the Service Need.
# Leisure is enabled in this building, but Luxury is not.
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.
 
= Service Buildings and Unique Effects =
 
Each Service Building has unique effects when staffed to specification. Services Need '''do not''' need to be enabled to gain these effects.
For example, if you built a {{bl|Monastery|med}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]] will still become active if staffed to specifications.
 
Effects are as follows:
 
* {{bl|Bath House|med}} - [[Villagers]] leave 30% slower. Global Production rate is 25% faster.
* {{bl|Clan Hall|med}} - +100% yield to all Camps except Woodcutters.
* {{bl|Explorers' Lodge|med}} - +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]].
* {{bl|Forum|med}} - Chance of producing double yields increases by 15%.
* {{bl|Guild House|med}} - Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold.
* {{bl|Market|med}} - Global Carrying capacity increased by 10.
* {{bl|Monastery|med}} - -100 [[Hostility]].
* {{bl|Tavern|med}} - +3 to Global [[Resolve]].
* {{bl|Tea Doctor|med}} - +1 to Global [[Resolve]] for every 200 Complex Food eaten.
* {{bl|Temple|med}} - -20 [[Hostility]] for every 300 seconds of sacrifices in the [[Hearth]]. Retroactive.
 
* To gain the perk a Service Building provides, it needs to be fully staffed.


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=== List of services needs ===
= List of services needs =


Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.

Revision as of 12:34, 19 December 2023

Diagram connecting Species and the Services they need

Overview

Services provide bonuses to Resolve. The more Services you provide to your Villagers, the higher their Resolve will go. Viceroys need both a Service Building, and the goods to provide a Service in that building. For example, to provide Icon Need Leisure.png Leisure, a Viceroy needs to build a Tavern and provide Ale Ale for the service need to be fulfilled.

Consumption and Satisfaction

Satisfying Services

To satisfy a Service Need, you need:

  • A Service Building + A Service Good + 1 Villager in the Service Building.

So, to satisfy the Leisure need, you need a Tavern, some Ale Ale and 1 Villager staffing the Building. The race of the Villager staffing the building does not matter, but some Villagers find Comfort in some Service Buildings, granting them +5 Resolve.

Service Buildings can be purchased from Traders, rewarded as Blueprints for Reputation gain, or repaired from Ruins. Service Goods can be purchased from Traders, found in Abandoned Caches and manufactured by Viceroys in the settlement.

Controlling Services

ServiceBuildingSettings.png

On the left, we can see:

  1. The Specialization or Comfort bonus workers get from working in this Building
  2. One worker is assigned. This is enough to enable the Service Need.
  3. Leisure is enabled in this building, but Luxury is not.
  4. We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.

Service Buildings and Unique Effects

Each Service Building has unique effects when staffed to specification. Services Need do not need to be enabled to gain these effects. For example, if you built a Monastery, but do not have Incense Incense or Ale Ale, the effect (-100 Hostility will still become active if staffed to specifications.

Effects are as follows:

  • To gain the perk a Service Building provides, it needs to be fully staffed.


List of services needs

Each service can satisfy more than one species. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.

The service building is also listed for convenience. See the next section for a table of buildings that may help you choose your Blueprints.


Service Corresponding service good Species satisfied Service building options
Brawling Brawling Training Gear Training Gear Foxes Foxes
Brawling Brawling Training Gear Training Gear Lizards Lizards
Education Education Scrolls Scrolls Beavers Beavers
Education Education Scrolls Scrolls Harpies Harpies
Leisure Leisure Ale Ale Beavers Beavers
Leisure Leisure Ale Ale Humans Humans
Luxury Luxury Wine Wine Beavers Beavers
Luxury Luxury Wine Wine Foxes Foxes
Religion Religion Incense Incense Humans Humans
Religion Religion Incense Incense Lizards Lizards
Treatment Treatment Tea Tea Foxes Foxes
Treatment Treatment Tea Tea Harpies Harpies


Service Buildings

Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don't pass them up! See the next section on #Strategy and Special Combinations for some key takeaways from this table.

Service Building Service Provided Species Satisfied Consumed Good
Bath House Treatment Fox Tea
Bath House Treatment Harpy Tea
Clan Hall Brawling Fox Training Gear
Clan Hall Brawling Lizard Training Gear
Clan Hall Religion Human Incense
Clan Hall Religion Lizard Incense
Explorers' Lodge Brawling Fox Training Gear
Explorers' Lodge Brawling Lizard Training Gear
Explorers' Lodge Education Beaver Scrolls
Explorers' Lodge Education Harpy Scrolls
Forum Education Beaver Scrolls
Forum Education Harpy Scrolls
Forum Leisure Beaver Ale
Forum Leisure Human Ale
Guild House Luxury Beaver Wine
Guild House Luxury Fox Wine
Market (or Holy Market) Luxury Beaver Wine
Market (or Holy Market) Luxury Fox Wine
Market (or Holy Market) Treatment Fox Tea
Market (or Holy Market) Treatment Harpy Tea
Monastery Leisure Beaver Ale
Monastery Leisure Human Ale
Monastery Religion Human Incense
Monastery Religion Lizard Incense
Tavern Leisure Beaver Ale
Tavern Leisure Human Ale
Tavern Luxury Beaver Wine
Tavern Luxury Fox Wine
Tea Doctor Brawling Fox Training Gear
Tea Doctor Brawling Lizard Training Gear
Tea Doctor Treatment Fox Tea
Tea Doctor Treatment Harpy Tea
Temple (or Holy Temple) Education Beaver Scrolls
Temple (or Holy Temple) Education Harpy Scrolls
Temple (or Holy Temple) Religion Human Incense
Temple (or Holy Temple) Religion Lizard Incense

Strategy and Special Combinations

Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement's specific needs, then it is always worth considering if you can assign full workers to it.

  • No single Service Building can serve all five Species. This means there is no "always okay" choice.
  • Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.
  • Beavers and Foxes each have three Service Needs. Combined, Beavers and Foxes have the same number of Service Needs as the other three Species.
    • If you do not have Beavers in your Settlement, the Forum and Tavern are less useful, since they both double-down on Beavers' needed Services.
    • If you do not have Foxes in your Settlement, the Market and Tea Doctor are less useful, since they both double-down on Foxes' needed Services.
    • If your Settlement has both Beavers and Foxes:
      • The Market is an excellent choice if you also have Harpies. (4/8 your Service Needs satisfied by one Building.)
      • The Tavern is an excellent choice if you also have Humans. (4/8 your Service Needs satisfied by one Building.)

There are a few special cases worth mentioning due to these two Buildings that provide only one Service.

  • If your Settlement has Beavers, Humans, and Lizards:
    • You have less need for the Bath House, since it only serves Treatment Treatment, and none of your Species needs that Service. (0/7 your Service Needs satisfied.)
    • You have less need for the Market, since only Beavers benefit from only Luxury Luxury. (1/7 your Service Needs satisfied.)
    • The Monastery is an excellent choice, since it provides no Services to Foxes or Harpies anyway. (4/7 your Service Needs satisfied.)
  • If your Settlement has Harpies, Humans, and Lizards:
    • You have less need for the Guild House, since it only serves Luxury Luxury, and none of your Species needs that Service. (0/6 your Service Needs satisfied.)
    • You have less need for the Market, since only Harpies benefit from Treatment Treatment. (1/6 your Service Needs satisfied.)
    • You have less need for the Tavern, since only Humans benefit from Leisure Leisure. (1/6 your Service Needs satisfied.))

See Also